else // Regular shading path
								{
									DrawCommandPacket.AddCommandsForMesh(PrimitiveIndex, PrimitiveSceneInfo, StaticMeshRelevance, StaticMesh, CullingPayloadFlags, Scene, bCanCache, EMeshPass::BasePass);
									MarkMask |= EMarkMaskBits::StaticMeshVisibilityMapMask;

									if (StaticMeshRelevance.bUseSkyMaterial)
									{
										DrawCommandPacket.AddCommandsForMesh(PrimitiveIndex, PrimitiveSceneInfo, StaticMeshRelevance, StaticMesh, CullingPayloadFlags, Scene, bCanCache, EMeshPass::SkyPass);
									}
									if (StaticMeshRelevance.bUseSingleLayerWaterMaterial)
									{
										DrawCommandPacket.AddCommandsForMesh(PrimitiveIndex, PrimitiveSceneInfo, StaticMeshRelevance, StaticMesh, CullingPayloadFlags, Scene, bCanCache, EMeshPass::SingleLayerWaterPass);
										DrawCommandPacket.AddCommandsForMesh(PrimitiveIndex, PrimitiveSceneInfo, StaticMeshRelevance, StaticMesh, CullingPayloadFlags, Scene, bCanCache, EMeshPass::SingleLayerWaterDepthPrepass);
									}
									//TODO:暮迟-新增-开始
									DrawCommandPacket.AddCommandsForMesh(PrimitiveIndex, PrimitiveSceneInfo, StaticMeshRelevance, StaticMesh, CullingPayloadFlags, Scene, bCanCache, EMeshPass::LightMyPass);

									DrawCommandPacket.AddCommandsForMesh(PrimitiveIndex, PrimitiveSceneInfo, StaticMeshRelevance, StaticMesh, CullingPayloadFlags, Scene, bCanCache, EMeshPass::OutLinePass);
									//结束
								}
//========================================第二处修改============================
if (ViewRelevance.bRenderInMainPass || ViewRelevance.bRenderCustomDepth)
		{
			PassMask.Set(EMeshPass::BasePass);
			View.NumVisibleDynamicMeshElements[EMeshPass::BasePass] += NumElements;
			//TODO:暮迟-新增-开始
			PassMask.Set(EMeshPass::LightMyPass);
			View.NumVisibleDynamicMeshElements[EMeshPass::LightMyPass] += NumElements;

			PassMask.Set(EMeshPass::OutLinePass);
			View.NumVisibleDynamicMeshElements[EMeshPass::OutLinePass] += NumElements;
			//结束

			if (ViewRelevance.bUsesSkyMaterial)
			{
				PassMask.Set(EMeshPass::SkyPass);
				View.NumVisibleDynamicMeshElements[EMeshPass::SkyPass] += NumElements;
			}